So, it’s been a while since I posted an update. Somehow, the time flies by!
My main project is still F!shing. It’s come a long way since I last mentioned it, but it’s very true when they say that the last 20% of the work takes 80% of the time! I had hoped for a March release, but now I’m just aiming to get the website and trailer done, and then just release the game when it’s done. I expect that will be April, but it’s hard to tell. Currently I’m working on adding sound and music. After that, the two remaining tasks are the tutorial, and online high scores. Getting so close!
With F!shing feeling so close for so long, I was getting a bit burned-out. The Procedural Death Jam gave me an opportunity to take a break from it for a week, and it was a lot of fun. I used it as an opportunity to try again at making a “racing roguelike“, my previous attempt being Turn By Turn Racing. TBTR didn’t really work, with the controls being too fiddly and unpredictable. This time, I took some inspiration from the board game Formula D and made movement tile-based: each turn, you have a series of available tiles you can move to, based on your current speed and turning ability. If you’re not careful, you might be forced to crash, which damages your car’s abilities and will eventually cause it to explode. You can download it from the PDJ site here. Unfortunately, I didn’t have enough time to add opponents, but I’m pleased with the mechanic, and hope to develop it further when I’m less busy.
Looking to next month, there’s going to be a 10-day gaming festival in my home city of Norwich. I’m pretty excited about it – the Game Expo in October was great, and this promises to be much larger, featuring talks as well as a game jam. It’s not GDC, but it should be a good week and a half.